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1.
Behav Res Methods ; 52(2): 799-812, 2020 04.
Artículo en Inglés | MEDLINE | ID: mdl-31347037

RESUMEN

In three experiments, we compared performance on a paper-based perspective-taking task (the Spatial Orientation Test [SOT]; Hegarty & Waller, 2004) with performance on a computer-based version of the task. The computer-based version automates scoring angular errors, allows for different stimulus orders to be given to each participant, and allows for different testing time limits. In Experiment 1, the two media used different objects and mirror-image stimulus arrays in the two versions to mitigate the effects of memory for specific objects or responses. In Experiments 2 and 3, the two media used identical objects (also in a mirrored arrangement), to provide a more equivalent between-media comparison. We also substituted new objects for objects in the original version that had an inherent front/back (e.g., a car) and/or that were animate; directional or animate objects may add variance that is unrelated to perspective-taking ability. Experiment 3 used clarified instructions and a sample size sufficient to examine relatively small differences between the media as well as sex differences. Overall, the computer-based version produced performance that was similar to that of the paper-based version in terms of the rank-order of the participants. The new computer and paper versions of the SOT also had similar correlations with the Money Road Map test and the Santa Barbara Sense of Direction questionnaire, adding support to the claim that the computerized SOT is tapping into the same skill as the paper-based version. We provide a Java version of the new SOT, along with pdf files of instructions and practice stimuli, on the Open Science Framework website.


Asunto(s)
Orientación Espacial , Percepción Espacial , Computadores , Femenino , Humanos , Masculino , Memoria
2.
Mem Cognit ; 47(5): 1031-1043, 2019 07.
Artículo en Inglés | MEDLINE | ID: mdl-30783909

RESUMEN

Including an avatar in the array in a spatial perspective-taking test improves performance, but it is not clear why. Different aspects of an avatar, including its directional nature, its agency (perceived ability for action), and its interactivity, may all influence perspective-taking performance. Experiment 1 examined how performance was influenced by a social directional cue (an avatar) and an abstract directional cue (an arrow). Participants performed best in the avatar condition and no better in the arrow condition than in a control condition. These results suggest that directionality of the cue alone is not sufficient to facilitate performance on this task. Experiment 2 compared an avatar to a concrete directional cue that was grounded in everyday experience interacting with objects, but was non-agentive (a chair). There was no significant difference between the avatar and the chair conditions, which both outperformed the control condition. Participants in both experiments and all conditions primarily reported utilizing mental simulation strategies that involved imagining themselves in the array of objects. The results suggest that grounding the task in everyday interactions with people or objects facilitates this mental simulation process and more generally enhances performance on perspective-taking tasks.


Asunto(s)
Señales (Psicología) , Imaginación/fisiología , Percepción Social , Percepción Espacial/fisiología , Teoría de la Mente/fisiología , Adolescente , Adulto , Femenino , Humanos , Masculino , Realidad Virtual , Adulto Joven
3.
Cogn Res Princ Implic ; 7(1): 19, 2022 02 19.
Artículo en Inglés | MEDLINE | ID: mdl-35182236

RESUMEN

Visual working memory (VWM) is typically measured using arrays of two-dimensional isolated stimuli with simple visual identities (e.g., color or shape), and these studies typically find strong capacity limits. Science, technology, engineering and mathematics (STEM) experts are tasked with reasoning with representations of three-dimensional (3D) connected objects, raising questions about whether those stimuli would be subject to the same limits. Here, we use a color change detection task to examine working memory capacity for 3D objects made up of differently colored cubes. Experiment 1a shows that increasing the number of parts of an object leads to less sensitivity to color changes, while change-irrelevant structural dimensionality (the number of dimensions into which parts of the structure extend) does not. Experiment 1b shows that sensitivity to color changes decreases similarly with increased complexity for multipart 3D connected objects and disconnected 2D squares, while sensitivity is slightly higher with 3D objects. Experiments 2a and 2b find that when other stimulus characteristics, such as size and visual angle, are controlled, change-irrelevant dimensionality and connectivity have no effect on performance. These results suggest that detecting color changes on 3D connected objects and on displays of isolated 2D stimuli are subject to similar set size effects and are not affected by dimensionality and connectivity when these properties are change-irrelevant, ruling out one possible explanation for scientists' advantages in storing and manipulating representations of complex 3D objects.


Asunto(s)
Memoria a Corto Plazo , Solución de Problemas
4.
Psychon Bull Rev ; 28(4): 1289-1300, 2021 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-33768505

RESUMEN

Research on spatial perspective taking has suggested that including an agent in the display benefits performance. However, little research has examined the mechanisms underlying this benefit. Here, we examine how an agent benefits performance by examining its effects on three mental steps in a perspective-taking task: (1) imagining oneself at a location (station point) within in the array, (2) adopting a different perspective (heading), and (3) pointing to an object from that perspective. We also examine whether a non-agentive directional cue (an arrow) is sufficient to improve performance in an abstract map-like display. We compared a non-directional cue to two cues for position and orientation: a human figure (agentive, directional) and an arrow (non-agentive, directional). To examine the effects of cues on steps 2 and 3 of the perspective-taking process, magnitude of the initial perspective shift and pointing direction were varied across trials. Response time and error increased with the magnitude of the imagined perspective shift and pointing to the front was more accurate than pointing to the side, or back, but these effects were independent of directional cue. A directional cue alone was sufficient to improve performance relative to control, and agency did not provide additional benefit. The results overall indicate that most people adopt an embodied cognition strategy to perform this task and directional cues facilitate the first step of the perspective-taking process, imagining oneself at a location within in the array.


Asunto(s)
Cognición , Señales (Psicología) , Humanos , Tiempo de Reacción
5.
J Exp Psychol Appl ; 24(3): 275-295, 2018 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-29963882

RESUMEN

Visualizations of uncertainty in data are often presented to the public without explanations of their graphical conventions and are often misunderstood by nonexperts. The "cone of uncertainty" used to visualize hurricane forecasts is a case in point. Here we examined the effects of explaining graphical conventions on understanding of the cone of uncertainty. In two experiments, participants were given instructions with and without an explanation of these graphical conventions. We examined the effect of these instructions on both explicit statements of common misconceptions and users interpretation of hurricane forecasts, specifically their predictions of damage from the hurricane over space and time. Enhanced instructions reduced misconceptions about the cone of uncertainty as expressed in explicit beliefs, and in one experiment also reduced predictions of damage overall. Examination of individual response profiles for the damage estimate task revealed qualitative differences between individuals that were not evident in aggregate response profiles. This research reveals mixed results for the effectiveness of instructions on comprehension of uncertainty visualizations and suggests a more nuanced approach that focuses on the individual's knowledge and beliefs about the domain and visualization. (PsycINFO Database Record


Asunto(s)
Comprensión , Tormentas Ciclónicas , Conocimiento , Navegación Espacial , Simulación por Computador , Femenino , Humanos , Masculino , Estudiantes , Encuestas y Cuestionarios , Incertidumbre , Adulto Joven
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